#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License

#region Using clause
using System;
using System.Collections;
using System.Collections.Generic;

using UIKit;
using GameKit;

using Microsoft.Xna.Framework.GamerServices;
#endregion Using clause

namespace Microsoft.Xna.Framework.Net
{
    [CLSCompliant(false)]
	public class MonoGamePeerPickerControllerDelegate : GameKit.GKPeerPickerControllerDelegate
	{
		private GKSession gkSession;
		private EventHandler<GKDataReceivedEventArgs> receivedData;
		
        [CLSCompliant(false)]
		public MonoGamePeerPickerControllerDelegate( GKSession aSession, EventHandler<GKDataReceivedEventArgs> aReceivedData )
		{
			gkSession = aSession;
			receivedData = aReceivedData;
		}
		
        [CLSCompliant(false)]
		public override void ConnectionTypeSelected(GKPeerPickerController picker, GKPeerPickerConnectionType type)
		{
#if DEBUG			
			Console.WriteLine( "User Selected a ConnectionType of : " + type);
#endif
			if (type == GKPeerPickerConnectionType.Online) 
			{

        		picker.Dismiss();
				picker.Delegate = null;

       			// Implement your own internet user interface here.

    		}
		}
		
		/*public override GKSession GetSession(GKPeerPickerController picker, GKPeerPickerConnectionType forType)
		{		
			Console.WriteLine( "GetSession" );
			
			return gkSession;
		}*/
        [CLSCompliant(false)]
		public override void PeerConnected(GKPeerPickerController picker, string peerId, GKSession toSession)		
		{
#if DEBUG			
			Console.WriteLine( "Peer ID " + peerId + " Connected to Session ID : " + toSession.SessionID );
#endif
			
			// Use a retaining property to take ownership of the session.
    		this.gkSession = toSession;

			// Assumes our object will also become the session's delegate.
    		gkSession.Delegate = new MonoGameSessionDelegate();
			gkSession.ReceiveData += new EventHandler<GKDataReceivedEventArgs>(receivedData);

    		picker.Dismiss();
			
			// Remove the picker.
			picker.Delegate = null;

			// Start your game.
			
		}
		
        [CLSCompliant(false)]
		public override void ControllerCancelled(GKPeerPickerController picker)
		{
#if DEBUG
			Console.WriteLine( "ControllerCancelled");
#endif
			picker.Delegate = null;
		}
	}
}
